Game control method, game server, and program

ABSTRACT

A game control method, game server, and program can increase variations on methods for acquiring items, increase the predictability of acquisition of an item with a high rarity value or the like, and heighten interest in the game. Included are the steps of presenting a communication terminal, connected over a communication line, with acquirable item information that, for each item type, includes a total count and an acquisition count or a non-acquisition count of items when receiving, from the communication terminal, a request to present information related to items acquirable by the communication terminal, determining an item to provide to the communication terminal when receiving an item acquisition request from the communication terminal, and changing the acquirable item information when receiving a reset request from the communication terminal.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims priority to and the benefit of Japanese PatentApplication No. 2012-140213 filed Jun. 21, 2012, the entire contents ofwhich are incorporated herein by reference.

TECHNICAL FIELD

The present invention relates to a game control method, a game server,and a program.

BACKGROUND ART

Conventionally, in a battle game server, each user's deck is formed by aplurality of battle cards or the like stored for each user, and thebattle game server allows a plurality of users to compete with eachother based on the total value of the attack strength and defensestrength of the deck (for example, see Patent Literature 1). In such abattle game server, the user acquires a battle card by methods such aspurchasing the battle card or obtaining the battle card by winning abattle against an opponent.

CITATION LIST Patent Literature

Patent Literature 1: JP 2008-220984 A

SUMMARY OF INVENTION Technical Problem

In a conventional battle game server, however, the methods for acquiringbattle cards and the like are limited, causing the user to lose interestin the game. In particular, since it is difficult to acquire a battlecard or the like with a high rarity value, the user ends up with theimpression that such an item cannot be acquired at all and suffers adrastic loss of interest in the game.

Accordingly, the present invention has been conceived in light of theabove problems and provides a game control method, a game server, and aprogram that can increase the variations on methods for acquiring battlecards and the like, increase the predictability of acquisition of a cardor the like with a high rarity value or the like, and heighten interestin the game.

Solution to Problem

A game control method according to the present invention for solving theabove problems includes the steps of: (a) presenting a communicationterminal, connected over a communication line, with acquirable iteminformation that, for each item type, includes a total count and anacquisition count or a non-acquisition count of items when receiving,from the communication terminal, a request to present informationrelated to items acquirable by the communication terminal; (b)determining an item to provide to the communication terminal whenreceiving an item acquisition request from the communication terminal;and (c) changing the acquirable item information when receiving a resetrequest from the communication terminal.

In the game control method according to the present invention, in step(a), a method for presenting the acquirable item information presentedto the communication terminal may differ between a first item and asecond item, a numerical value of the item type being at least apredetermined value for the first item, and the numerical value of theitem type being less than the predetermined value for the second item.

In the game control method according to the present invention, theacquirable item information for the first item may includeidentification information or an image for an item.

In the game control method according to the present invention,information on another user who has acquired the first item may bepresented.

In the game control method according to the present invention, in step(b), based on a selection request from the communication terminal, oneitem selected from among items for which the count of necessary attemptsfor acquisition is at most the predetermined value may be determined tobe the item to provide.

A game server according to the present invention includes: informationpresentation means for presenting a communication terminal, connectedover a communication line, with acquirable item information that, foreach item type, includes a total count and an acquisition count or anon-acquisition count of items when a request to present informationrelated to items acquirable by the communication terminal is receivedfrom the communication terminal; and control means for determining anitem to provide to the communication terminal when an item acquisitionrequest is received from the communication terminal, such that thecontrol means changes the acquirable item information when receiving areset request from the communication terminal.

In the game server according to the present invention, the informationpresentation means may adopt a different method for presenting theacquirable item information presented to the communication terminal fora first item than for a second item, a numerical value of the item typebeing at least a predetermined value for the first item, and thenumerical value of the item type being less than the predetermined valuefor the second item

In the game server according to the present invention, the acquirableitem information for the first item may include identificationinformation or an image for an item.

In the game server according to the present invention, the informationpresentation means may present information on another user who hasacquired the first item.

In the game server according to the present invention, based on aselection request from the communication terminal, the control means maydetermine one item selected from among items for which the count ofnecessary attempts for acquisition is at most the predetermined value tobe the item to provide.

A program according to the present invention is for causing a computerthat functions as a battle game server to perform the steps of: (a)presenting a communication terminal, connected over a communicationline, with acquirable item information that, for each item type,includes a total count and an acquisition count or a non-acquisitioncount of items when receiving, from the communication terminal, arequest to present information related to items acquirable by thecommunication terminal; (b) determining an item to provide to thecommunication terminal when receiving an item acquisition request fromthe communication terminal; and (c) changing the acquirable iteminformation when receiving a reset request from the communicationterminal.

In the program according to the present invention, in step (a), a methodfor presenting the acquirable item information presented to thecommunication terminal may differ between a first item and a seconditem, a numerical value of the item type being at least a predeterminedvalue for the first item, and the numerical value of the item type beingless than the predetermined value for the second item.

In the program according to the present invention, the acquirable iteminformation for the first item may include identification information oran image for an item.

In the program according to the present invention, in step (a),information on another user who has acquired the first item may bepresented.

In the program according to the present invention, in step (b), based ona selection request from the communication terminal, one item selectedfrom among items for which the count of necessary attempts foracquisition is at most the predetermined value may be determined to bethe item to provide.

Advantageous Effect of Invention

According to the game control method, game server, and program of thepresent invention, it is possible to increase the variations on methodsfor acquiring battle cards and the like, increase the predictability ofacquisition of a card or the like with a high numerical value for theitem type, and heighten interest in the game.

BRIEF DESCRIPTION OF DRAWINGS

The present invention will be further described below with reference tothe accompanying drawings, wherein:

FIG. 1 is a block diagram of a battle game server in Embodiment 1;

FIGS. 2(a), 2(b), and 2(c) are examples of an item information table inEmbodiment 1;

FIG. 3 is an example of a user information table in Embodiment 1;

FIG. 4 is an example of item data in Embodiment 1;

FIG. 5 is an example of acquirable item information in Embodiment 1;

FIG. 6 is a flowchart of operations by the battle game server inEmbodiment 1;

FIGS. 7(a) and 7(b) are examples of acquirable item information inEmbodiment 2;

FIG. 8 is an example of acquirable item information in Embodiment 3;

FIG. 9 is an example of a scratch card for selection in Embodiment 3;and

FIGS. 10(a) and 10(b) are examples of a screen for selecting an item toacquire.

DESCRIPTION OF EMBODIMENTS

The following describes embodiments of the present invention.

Embodiment 1

FIG. 1 is a block diagram of a battle game server 1 in Embodiment 1 ofthe present invention. The battle game server 1 according to Embodiment1 of the present invention includes a communication unit 10, a memoryunit 11, an information presentation unit 12, and a control unit 13.

The communication unit 10 communicates with a communication terminal 2over either or both of a wireless and wired connection.

In association with identification information uniquely allocated toeach user that operates a communication terminal 2 (referred to below asuser identification information), the memory unit 11 stores informationon items to provide, a total count of items, item type, and anacquisition count. An “item” refers to any of a variety of objects usedwithin a game, such as a battle card constituting a user's deck, acharacter, a weapon, armor, an ornament, a plant, food, and the like.The item type is a numerical value representing the rarity value of theitem, a numerical value representing the category of the item, or thelike.

Specifically, the memory unit 11 stores this information by dividing theinformation among tables. A plurality of item information tables 111 ato 111 c, a user information table 112, and item data 113 are stored inthe memory unit 11. While three item information tables are describedhere, this example is not limiting, and the number of item informationtables may be two or fewer, or four or more.

The item information tables 111 a to 111 c are tables includinginformation on the total count of items and the item type. FIGS. 2(a) to2(c) illustrate examples of the item information tables 111 a to 111 c.As illustrated in FIGS. 2(a) to 2(c), for example the item informationtable 111 a includes item identification information “UNI1”, an itemname “item A”, and an item type “3”. The item identification informationis an identifier for uniquely identifying an item in the present system.The item information tables 111 a to 111 c are provided with tableidentification information for uniquely identifying an item informationtable in the battle game server 1. Here, the item information tables 111a to 111 c are respectively provided with “TID1”, “TID2”, and “TID3” asthe table identification information.

The user information table 112 is a table storing, for each user, theprovided items and information for calculating an item acquisitioncount. The user information table 112 associates the user identificationinformation, table identification information, and identificationinformation of provided items.

FIG. 3 illustrates an example of the user information table 112. Asillustrated in FIG. 3, the user information table 112 includes useridentification information “UID1”, table identification information“TID1”, identification information of provided items “UNI2” and “UNI4”,and the like.

The item data 113 stores data on an image for an item provided to theuser in association with item identification information. FIG. 4illustrates an example of the item data 113. As illustrated in FIG. 4,the item data for example includes item identification information“UNI1”, an item image “item A image”, and the like. The image data maybe in any image format, such as JPEG, GIF, PNG, or the like.

When receiving a request to present information from the communicationterminal 2, then based on information, stored in the memory unit 11,that corresponds to the user identification information pertaining tothe communication terminal 2, the information presentation unit 12presents the communication terminal 2, via the communication unit 10,with acquirable item information that includes information, for eachitem type, on a total count and an acquisition count of items.

Specifically, when a request to present information is received from thecommunication terminal 2 via the communication unit 10, then based onthe item information tables 111 a to 111 c, the information presentationunit 12 tallies the total count of items for each item type. Theinformation presentation unit 12 also refers to the user informationtable 112 to calculate the acquisition count of items for each item typebased on the identification information of provided items and the tableidentification information that correspond to the user identificationinformation pertaining to the communication terminal 2. The informationpresentation unit 12 then presents the communication terminal 2, via thecommunication unit 10, with the result of calculation as the acquirableitem information.

FIG. 5 is an example of the acquirable item information that theinformation presentation unit 12 presents. FIG. 5 illustrates an exampleof the acquirable item information presented when a request to presentinformation is received from the communication terminal 2 and the useridentification information pertaining to the communication terminal 2 is“UID1”. As illustrated in FIG. 5, information 501 on the total count andinformation 502 on the acquisition count of items for each item type arepresented to the communication terminal 2. The case of presenting theacquisition count has been described above, yet this example is notlimiting. For example, a non-acquisition count may be presented bysubtracting the acquisition count from the total count of items.

The control unit 13 performs a variety of control pertaining to thebattle game server 1. For example, when receiving an item acquisitionrequest from the communication terminal 2, the control unit 13determines one item to provide to the communication terminal 2 based oninformation corresponding to the user identification informationpertaining to the communication terminal 2.

Specifically, when receiving an item acquisition request from thecommunication terminal 2 via the communication unit 10, the control unit13 refers to the user information table 112, and based on the tableidentification information that corresponds to the user identificationinformation pertaining to the communication terminal 2, retrieves theitem information table. Next, the control unit 13 refers to the userinformation table 112 and retrieves the identification information ofprovided items that corresponds to the user identification informationpertaining to the communication terminal 2. Subsequently, the controlunit 13 refers to one of the item information tables 111 a to 111 c,randomly selects an item not included in the identification informationof provided items, and determines that the selected item is the item toprovide to the communication terminal 2.

The control unit 13 then provides the item to the communication terminal2 via the communication unit 10. Specifically, the control unit 13refers to the item data 113 and provides the communication terminal 2,via the communication unit 10, with the item image corresponding to theitem identification information pertaining to the item to be provided.The control unit 13 also adds the item identification informationpertaining to the provided item to the user information table 112 asidentification information of provided items.

For example, when an item acquisition request is received from thecommunication terminal 2, and the user identification informationpertaining to the communication terminal 2 is “UID1”, then the controlunit 13 refers to the user information table 112, and based on the tableidentification information “TID1” corresponding to UID1, retrieves theitem information table 111 a. Next, the control unit 13 refers to theuser information table 112 and retrieves the identification informationof provided items that corresponds to “UID1”. Subsequently, the controlunit refers to the item information table 111 a, randomly selects itemidentification information not included in the identificationinformation of provided items (for example, “UNI1”), and determines thatthe selected item is the item to provide to the communication terminal2. The control unit 13 then refers to the item data 113 and provides thecommunication terminal 2, via the communication unit 10, with the itemimage “item A image” corresponding to the item identificationinformation “UNI1” pertaining to the item to be provided. The controlunit 13 also adds the item identification information “UNI1” pertainingto the provided item to the user information table 112 as identificationinformation of provided items.

Furthermore, in the present invention, the battle game server 1 isconfigured to allow for receipt of a reset request at any time from thecommunication terminal 2. In general terms, the reset request is arequest for resetting the current user information table 112. Whenreceiving a reset request from the communication terminal 2 pertainingto predetermined user identification information, the control unit 13changes and stores, in the memory unit 11, the table identificationinformation and identification information of provided items thatcorrespond to the user identification information pertaining to thecommunication terminal 2.

Specifically, when receiving a reset request from the communicationterminal 2 via the communication unit 10, the control unit 13 changesthe table identification information that corresponds to the useridentification information pertaining to the communication terminal 2and that was stored in the user information table 112 of the memory unit11 to other table identification information.

For example, when a reset request is received from the communicationterminal 2, and the user identification information pertaining to thecommunication terminal 2 is “UID1”, the control unit 13 changes thetable identification information that corresponds to “UID1” of the userinformation table 112 randomly from “TID1” to “TID2” or “TID3”.

Next, operations by the battle game server 1 in Embodiment 1 of thepresent invention are described using the flowchart in FIG. 6. It isassumed that the tables illustrated in FIGS. 2(a), 2(b), and 2(c)through FIG. 4 have been stored in advance in the memory unit 11 at thetime of operation by the battle game server 1.

First, when a request to present information is received from thecommunication terminal 2 (step S1), then based on information, stored inthe memory unit 11, that corresponds to the user identificationinformation pertaining to the communication terminal 2, the informationpresentation unit 12 presents the communication terminal 2, via thecommunication unit 10, with acquirable item information that includesinformation, for each item type, on the total count and the acquisitioncount of items (step S2).

Specifically, when a request to present information is received from thecommunication terminal 2 via the communication unit 10, then based onthe item information tables 111 a to 111 c, the information presentationunit 12 tallies the total count of items for each item type. Theinformation presentation unit 12 also refers to the user informationtable 112 to calculate the acquisition count of items for each item typebased on the identification information of provided items and the tableidentification information that correspond to the user identificationinformation pertaining to the communication terminal 2. The informationpresentation unit 12 then presents the communication terminal 2, via thecommunication unit 10, with the result of calculation as the acquirableitem information.

Subsequently, when receiving an item acquisition request from thecommunication terminal 2 (step S3), the control unit 13 determines oneitem to provide to the communication terminal 2 based on informationcorresponding to the user identification information pertaining to thecommunication terminal 2 (step S4).

Specifically, when receiving an item acquisition request from thecommunication terminal 2 via the communication unit 10, the control unit13 refers to the user information table 112, and based on the tableidentification information that corresponds to the user identificationinformation pertaining to the communication terminal 2, retrieves theitem information table. Next, the control unit 13 refers to the userinformation table 112 and retrieves the identification information ofprovided items that corresponds to the user identification informationpertaining to the communication terminal 2. Subsequently, the controlunit 13 refers to one of the item information tables 111 a to 111 c,randomly selects an item not included in the identification informationof provided items, and determines that the selected item is the item toprovide to the communication terminal 2.

Subsequently, the control unit 13 provides the item to the communicationterminal 2 via the communication unit 10 (step S5). Specifically, thecontrol unit 13 refers to the item data 113 and provides thecommunication terminal 2, via the communication unit 10, with the itemimage corresponding to the item identification information pertaining tothe item to be provided. The control unit 13 also adds the itemidentification information pertaining to the provided item to the userinformation table 112 as identification information of provided items.

Subsequently, when receiving a reset request from the communicationterminal 2 pertaining to predetermined user identification information(step S6), the control unit 13 changes and stores, in the memory unit11, the table identification information and identification informationof provided items that correspond to the user identification informationpertaining to the communication terminal 2 (step S7).

Specifically, when receiving a reset request from the communicationterminal 2 via the communication unit 10, the control unit 13 changesthe table identification information that corresponds to the useridentification information pertaining to the communication terminal 2and that was stored in the user information table 112 of the memory unit11 to other table identification information.

In this way, according to the battle game server 1 of Embodiment 1,based on information in the memory unit 11, the information presentationunit 12 presents the communication terminal 2 with acquirable iteminformation that includes information, for each item type of items, on atotal count and an acquisition count of items, thereby increasing thepredictability of acquisition of an item with a predetermined item type(for example, an item with a high rarity value or the like).Furthermore, the battle game server 1 receives a reset request at anytime from the communication terminal 2 and changes informationpertaining to items that are provided, the total count of items, and theitem type and acquisition count for each item, thereby increasing thevariations on methods for acquiring items, increasing the predictabilityof acquisition of an item for which the numerical value of the item typeis at least a predetermined value, and heightening interest in the game.

After step S7, the information presentation unit 12 may present thecommunication terminal 2 with post-reset acquirable item informationbased on the item information tables 111 a to 111 c and the tableidentification information of the user information table 112 in thememory unit 11. By doing so, the user can more easily grasp the numberof items for each item type after the reset, thereby further increasingthe predictability of acquisition of an item for which the numericalvalue of the item type is at least a predetermined value and heighteninginterest in the game.

The remaining number of all items may be included in the acquirable iteminformation that the information presentation unit 12 presents.Specifically, the information presentation unit 12 may calculate theremaining number of items by subtracting the item acquisition count fromthe total number of items stored in the item information tables 111 a to111 c and include the result of calculation in the acquirable iteminformation.

In step S5, the control unit 13 may adopt a different method forpresenting the acquirable item information to the communication terminal2 for an item (first item) for which the numerical value of the itemtype is at least a predetermined value and an item (second item) forwhich the numerical value of the item type is less than thepredetermined value. For example, the information presentation unit 12may display an image for the first item yet display only the item nameor the like, without displaying an image, for the second item. In otherwords, the acquirable item information that the information presentationunit 12 presents for the first item may include identificationinformation (item name or the like) or an image for the item.

The information presentation unit 12 may present information related toanother user who has acquired the first item.

Embodiment 2

The following describes Embodiment 2 of the present invention. Since thestructure of the battle game server 1 according to Embodiment 2 is thesame as the structure of the battle game server 1 according toEmbodiment 1, the same reference numerals are used in the followingdescription. In general terms, Embodiment 2 differs from Embodiment 1 inthat the acquirable item information presented by the informationpresentation unit 12 includes a count of necessary attempts foracquisition for each item for which the numerical value of the item typeis at least a predetermined value. The count of necessary attempts foracquisition is retrieved based on information corresponding to the useridentification information pertaining to the communication terminal 2.

Specifically, the information presentation unit 12 refers to the userinformation table 112, and based on the table identification informationthat corresponds to the user identification information pertaining tothe communication terminal 2, retrieves the item information tablepertaining to the user identification information. Next, the informationpresentation unit 12 refers to the user information table 112 andretrieves the identification information of provided items pertaining tothe communication terminal 2. Subsequently, the information presentationunit 12 randomly extracts, from the item information table, 19 pieces ofitem identification information not included in the identificationinformation of provided items. The information presentation unit 12stores the 19 extracted pieces of item identification information andstores provision sequence numbers (1 to 19) in the memory unit 11. Whenreceiving an item acquisition request, the control unit 13 determinesthe item to provide based on the provision sequence numbers stored inthe memory unit. In other words, the numbers 1 to 19 each represent thecount of acquisition attempts that are necessary in order to acquire theitem corresponding to the item identification information (referred tobelow as the count of necessary attempts for acquisition).

Subsequently, the information presentation unit 12 retrieves the itemand item type pertaining to each piece of item identificationinformation from one of the item information tables 111 a to 111 c.Next, for the retrieved items, the information presentation unit 12retrieves the count of necessary attempts for acquisition for each itemfor which the numerical value of the item type is at least apredetermined value. The information presentation unit 12 then presentsthe communication terminal 2 with acquirable item information thatincludes the retrieved count of necessary attempts for acquisition foreach item for which the numerical value of the item type is at least apredetermined value.

FIG. 7(a) illustrates an example of acquirable item informationpresented by the information presentation unit 12 in Embodiment 2. FIG.7(a) illustrates an example of displaying the provision sequence ofitems provided to the communication terminal 2 as a gauge when a requestto present information is received from the communication terminal 2.The gauge is composed of a plurality of boxes. Items are associated withthe boxes 201 to 219 so that the respective counts of necessaryacquisition attempts are 1 to 19. Each box is displayed with a patternthat differs in accordance with the item type of the corresponding item.

As illustrated in the example in FIG. 7(a), when the numerical value ofthe item type is at least a predetermined value, the pattern shown inbox 204 and the like is displayed. Here, the case of the predeterminedvalue being four is illustrated. Conversely, when the numerical value ofthe item type is less than the predetermined value, the pattern shown inbox 201 and the like is displayed. In other words, FIG. 7(a) displaysthe count of necessary attempts for acquisition for each item for whichthe numerical value of the item type is at least a predetermined value.FIG. 8(a) also displays each count of necessary attempts for acquisitionwhen the numerical value of the item type is less than a predeterminedvalue.

When an item acquisition request is received from the communicationterminal 2, an item is provided, and the count of acquisition attemptsincreases by one, then the count of necessary attempts for acquisitiondecreases by one for all items. In this case, as illustrated in FIG.8(b), the items corresponding to boxes 201 to 219 each shift (move) onebox to the left. Accordingly, with this gauge, the user can intuitivelygrasp the predictability of acquisition of items for which the numericalvalue of the item type is at least a predetermined value.

In this way, according to the battle game server 1 of Embodiment 2, theinformation presentation unit 12 presents the communication terminal 2with the count of necessary attempts for acquisition for each item forwhich the numerical value of the item type is at least a predeterminedvalue, thereby increasing the variations on methods for acquiring items,increasing the predictability of acquisition of an item for which theitem type is at least a predetermined value, and heightening interest inthe game. Furthermore, displaying the count of necessary attempts foracquisition when the numerical value of the item type is at least apredetermined value further increases the user's sense of anticipation,enticing the user to continue to play the game longer.

The patterns for displaying the boxes 201 to 219 are not limited tothese examples. The boxes 201 to 219 may be painted a predeterminedcolor in accordance with the item type, or a predetermined icon,character, or the like may be displayed in the boxes 201 to 219.

A certain percentage of the boxes for which the numerical value of theitem type is less than a predetermined value may be displayed with thesame pattern as boxes corresponding to items for which the numericalvalue of the item type is at least a predetermined value. In this way,items for which the numerical value of the item type is less than apredetermined value are mixed in among the boxes displayed with thepattern corresponding to items for which the numerical value of the itemtype is at least a predetermined value, thereby making the game moreinteresting and enticing the user to continue to play the game longer.

When the count of necessary attempts for acquisition is at most apredetermined value, detailed information on the item to be provided(referred to below as item detail information) may be presented. Theitem detail information is preferably the item name and item type. Thepredetermined value is, for example, two. FIG. 8 is an example ofpresenting item detail information. The counts of necessary acquisitionattempts for boxes 201 and 202 are respectively one and two.Accordingly, the item name is displayed as the item detail informationin boxes 201 and 202. With this configuration, the user can grasp theitem detail information for items that can be acquired in a range inwhich the count of necessary attempts for acquisition is at most apredetermined value. Therefore, the user is provided with incentive toincrease the occasions of an item acquisition request and is enticed tocontinue to play the game longer.

In the example in FIGS. 7(a) and 7(b), the boxes are displayed with twotypes of patterns, using the numerical value of the item type as astandard, yet this example is not limiting. A plurality of standardpredetermined values may be established to display the boxes with threeor more types of patterns. The patterns that are displayed may also beincreased as the count of necessary attempts for acquisition is smaller.With this approach, as the count of necessary attempts for acquisitionis smaller, the item type of the item to be acquired can be grasped ingreater detail. Therefore, the user is provided with incentive toincrease the occasions of an item acquisition request and is enticed tocontinue to play the game longer.

Note that while the gauges in FIGS. 7(a), 7(b), and 8 are composed of 19boxes, the number of boxes is not limited to 19. The number may be 18 orless, or 20 or more. Furthermore, the approach gauge illustrated in FIG.8 has an I shape, yet this example is not limiting. Many variations arepossible, such as a winding S shape, or a Y shape with a forking tip. Inthe forking variation, predetermined dummy boxes assigned randomly bythe battle game server 1 may be displayed in one of the two forks.

In FIGS. 7(a), 7(b), and 8, examples are illustrated in whichinformation, for each item type, on the total count and the acquisitioncount of items is also displayed, yet these examples are not limiting.Display may be limited to the gauge, without displaying the information,for each item type, on the total count and the acquisition count ofitems. In other words, in FIGS. 7(a), 7(b), and 8, examples areillustrated in which the acquirable item information includesinformation, for each item type, on the total count and the acquisitioncount of items and includes the count of necessary attempts foracquisition for each item for which the numerical value of the item typeis at least a predetermined value, yet these examples are not limiting.The acquirable item information may be configured to include only thecount of necessary attempts for acquisition for each item for which thenumerical value of the item type is at least a predetermined value.

Embodiment 3

The following describes Embodiment 3 of the present invention. Since thestructure of the battle game server 1 according to Embodiment 3 is thesame as the structure of the battle game server 1 according toEmbodiment 1, the same reference numerals are used in the followingdescription. In general terms, Embodiment 3 differs from Embodiment 1 inthat the acquirable item information presented by the informationpresentation unit 12 includes the total count of items, for each itemtype, among items for which the count of necessary attempts foracquisition is at most a predetermined value.

The acquirable item information presented by the informationpresentation unit 12 in Embodiment 3 includes the total count of itemsfor which the numerical value of the item type is at least apredetermined value among items for which the count of necessaryattempts for acquisition is at most a predetermined value, as retrievedbased on the information corresponding to the user identificationinformation pertaining to the communication terminal 2.

Specifically, the information presentation unit 12 refers to the userinformation table 112, and based on the table identification informationthat corresponds to the user identification information pertaining tothe communication terminal 2, retrieves the item information tablepertaining to the user identification information. Next, the informationpresentation unit 12 refers to the user information table 112 andretrieves the identification information of provided items pertaining tothe communication terminal 2. Subsequently, the information presentationunit 12 randomly extracts, from the item information table, 25 pieces ofitem identification information not included in the identificationinformation of provided items. The information presentation unit 12stores the 25 extracted pieces of item identification information andstores provision sequence numbers (1 to 25) in the memory unit 11. Whenreceiving an item acquisition request, the control unit 13 determinesthe item to provide based on the provision sequence numbers stored inthe memory unit. In other words, the numbers 1 to 25 each represent thecount of necessary attempts for acquisition corresponding to the itemidentification information.

Subsequently, the information presentation unit 12 retrieves the itemand item type pertaining to each piece of item identificationinformation from one of the item information tables 111 a to 111 c. Theinformation presentation unit 12 then tallies the total count of itemsfor which the numerical value of the retrieved item type is at least apredetermined number and presents the communication terminal 2 withacquirable item information that includes the tallied total count ofitems for each item type.

FIG. 9 illustrates an example of acquirable item information presentedby the information presentation unit 12 in Embodiment 3. In FIG. 10,items for which the count of necessary attempts for acquisition is 25 orless are displayed with a sheet (scratch card) composed of 25 cells 301to 325. Each cell corresponds to an item for which the count ofnecessary attempts for acquisition is 25 or less. The items for whichthe count of necessary attempts for acquisition is 25 or less arerandomly associated with the cells 301 to 325.

As illustrated in the example in FIG. 9, when the numerical value of theitem type is at least a predetermined value, the pattern shown in cell301 and the like is displayed. Here, the predetermined value is four.Conversely, when the item type is less than the predetermined value, thepattern shown in cell 302 and the like is displayed. In other words,FIG. 8 displays the total count of items for which the numerical valueof the item type is at least a predetermined value among items for whichthe count of necessary attempts for acquisition is 25 or less.

In this way, according to the battle game server 1 of Embodiment 3, theinformation presentation unit 12 presents the communication terminal 2with the total count of items for which the numerical value of the itemtype is at least a predetermined value among items for which the countof necessary attempts for acquisition is at most a predetermined value,thereby increasing the variations on methods for acquiring items,further increasing the predictability of acquisition of an item forwhich the numerical value of the item type is at least a predeterminedvalue, and heightening interest in the game.

The patterns for displaying the cells 301 to 325 are not limited tothese examples. The cells 301 to 325 may be painted a predeterminedcolor in accordance with the item type, or a predetermined icon,character, or the like may be displayed in the cells 301 to 325.

Furthermore, based on a selection request from the communicationterminal 2, the control unit 13 may select one item, from among itemsfor which the count of necessary attempts for acquisition is at most apredetermined value, as the item to provide. In this case, theinformation presentation unit 12 may present the communication terminal2 with a scratch card for selection in which all cells are displayedwith the same pattern to prompt the communication terminal 2 to selectone of the cells.

FIG. 10(a) illustrates an example of a screen for selecting an item toacquire. The screen displays the scratch card for selection. Each cellin the scratch card in FIG. 10(a) corresponds to an item for which thecount of necessary attempts for acquisition is 25 or less. Asillustrated in FIG. 10(a), the cells of the scratch card are displayedwith the same pattern, and the user cannot tell what items correspondsto which cells.

The user can select any location on the scratch card using an operationunit (not illustrated) such as a key or a touch panel of thecommunication terminal 2, and the communication terminal 2 transmits aselection request to the battle game server 1 based on the useroperation. The control unit 13 of the battle game server 1 thendetermines that the item corresponding to the cell pertaining to theselection request is the item to provide to the communication terminal2.

FIG. 10(b) illustrates an example of cells 308, 316, and 320 beingselected. The selected cells are displayed with the same pattern as thecells in the scratch card shown in FIG. 10. Note that the item detailinformation corresponding to the selected cells may be displayed in theselected cells.

In this way, the variations on methods for acquiring items can befurther increased, the predictability of acquisition of an item with ahigh item type can be further increased, and interest in the game can beheightened.

The scratch cards in FIGS. 9, 10(a), and 10(b) are composed of 25 cellsin a sheet with 5 rows and 5 columns, yet this example is not limiting.The scratch card may be composed of M×N cells in a sheet with M rows andN columns (M and N being integers greater than or equal to 2).Furthermore, the scratch cards in FIGS. 10(a) and 10(b) are not limitedto a square shape. For example, the scratch cards may be a polygon, orinstead of being two-dimensional, the scratch cards may be in athree-dimensional rectangular shape of a die.

In FIGS. 9, 10(a), and 10(b), examples are illustrated in whichinformation, for each item type, on the total count and the acquisitioncount of items is also displayed, yet these examples are not limiting.Display may be limited to the scratch card, without displaying theinformation, for each item type, on the total count and the acquisitioncount of items. In other words, in FIGS. 10(a), 10(b), and 11, examplesare illustrated in which the acquirable item information includesinformation, for each item type, on the total count and the acquisitioncount of items and includes the total count of items, for each itemtype, among items for which the count of necessary attempts foracquisition is at most a predetermined value, yet these examples are notlimiting. The acquirable item information may be configured to includeonly the total count of items, for each item type, among items for whichthe count of necessary attempts for acquisition is at most apredetermined value.

A computer is preferably used to function as the battle game server 1. Aprogram containing a description of the processing for achieving thefunctions of the battle game server 1 is stored in the memory unit ofthe computer, and the functions are achieved by the central processingunit (CPU) of the computer reading and executing the program.

Although the present invention has been described based on drawings andexamples, it is to be noted that various changes and modifications willbe apparent to those skilled in the art based on the present disclosure.Therefore, such changes and modifications are to be understood asincluded within the scope of the present invention. For example, thefunctions and the like included in the various units and steps may bereordered in any logically consistent way. Furthermore, units or stepsmay be combined into one or divided. For example, in Embodiments 1 to 3,a separate one of the item information tables 111 a to 111 c isassociated with each user identification number, yet for example aplurality of users may share one of the item information tables 111 a to111 c.

REFERENCE SIGNS LIST

-   -   1: Battle game server    -   2: Communication terminal    -   10: Communication unit    -   11: Memory unit    -   12: Information presentation unit    -   13: Control unit    -   111 a to 111 c: Item information table    -   112: User information table    -   113: Item data    -   201 to 219: Box    -   301 to 325: Cell    -   501: Information on the total count of items    -   502: Information on the acquisition count

The invention claimed is:
 1. A game control method comprising the stepsof: (a) initializing a virtual game; (b) displaying, during the virtualgame, a plurality of cells and acquirable item information that isreceived from a server over a communication line, the plurality of cellsbeing displayed in the same size, wherein each of a plurality of itemsextracted from an item information table pertaining to a user isassociated with each of the plurality of cells, the plurality of itemsbeing selected randomly only from items in the item information table,and at least one of the cells including a character which indicates ararity value of an item associated with the at least one of the cells;(c) receiving, during the virtual game, a selection request selectingone of the plurality of cells and sending the selection request to theserver; and (d) displaying, during the virtual game, an item associatedwith the selected cell, which is determined by the server based on theselection request.
 2. A computer comprising: a controller configured toinitialize a virtual game; and a display configured to display, duringthe virtual game, a plurality of cells and acquirable item informationthat is received from a server over a communication line, the pluralityof cells being displayed in the same size, wherein each of a pluralityof items extracted from an item information table pertaining to a useris associated with each of the plurality of cells, the plurality ofitems being selected randomly only from items in the item informationtable, and at least one of the cells including a character whichindicates a rarity value of an item associated with the at least one ofthe cells, wherein the controller is configured to (i) receive, duringthe virtual game, a selection request selecting one of the plurality ofcells, and (ii) send, during the virtual game, the selection request tothe server, wherein the display displays an item associated with theselected cell, which is determined by the server based on the selectionrequest.
 3. A non-transitory computer readable recording medium havingstored thereon instructions to be executed on a computer, theinstructions causing the computer to perform the steps of: (a)initializing a virtual game; (b) displaying, during the virtual game, aplurality of cells and acquirable item information that is received froma server over a communication line, the plurality of cells beingdisplayed in the same size, wherein each of a plurality of itemsextracted from an item information table pertaining to a user isassociated with each of the plurality of cells, the plurality of itemsbeing selected randomly only from items in the item information table,and at least one of the cells including a character which indicates ararity value of an item associated with the at least one of the cells;(c) receiving, during the virtual game, a selection request selectingone of the plurality of cells and sending the selection request to theserver; and (d) displaying, during the virtual game, an item associatedwith the selected cell, which is determined by the server based on theselection request.